@babylonjs/core 5.0.0-beta.1 → 5.0.0-beta.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (796) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animation.d.ts +6 -6
  5. package/Animations/animation.js +9 -5
  6. package/Animations/animation.js.map +1 -1
  7. package/Audio/analyser.d.ts +2 -1
  8. package/Audio/analyser.js +5 -0
  9. package/Audio/analyser.js.map +1 -1
  10. package/Audio/audioSceneComponent.d.ts +1 -1
  11. package/Audio/audioSceneComponent.js +5 -0
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.d.ts +1 -1
  14. package/Audio/sound.js +8 -1
  15. package/Audio/sound.js.map +1 -1
  16. package/Audio/soundTrack.d.ts +2 -1
  17. package/Audio/soundTrack.js +5 -0
  18. package/Audio/soundTrack.js.map +1 -1
  19. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  20. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  21. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  22. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  23. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  24. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  25. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  26. package/Bones/bone.d.ts +2 -1
  27. package/Bones/bone.js +28 -18
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.d.ts +0 -6
  30. package/Bones/skeleton.js +5 -17
  31. package/Bones/skeleton.js.map +1 -1
  32. package/Buffers/buffer.d.ts +4 -0
  33. package/Buffers/buffer.js +13 -3
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  36. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  37. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  39. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  54. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  55. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  56. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  57. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  60. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  61. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  62. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  63. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  64. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  65. package/Cameras/VR/vrExperienceHelper.js +1 -0
  66. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  67. package/Cameras/VR/webVRCamera.d.ts +2 -1
  68. package/Cameras/VR/webVRCamera.js +3 -2
  69. package/Cameras/VR/webVRCamera.js.map +1 -1
  70. package/Cameras/arcRotateCamera.d.ts +1 -1
  71. package/Cameras/arcRotateCamera.js.map +1 -1
  72. package/Cameras/camera.d.ts +1 -1
  73. package/Cameras/camera.js +1 -1
  74. package/Cameras/camera.js.map +1 -1
  75. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  76. package/Cameras/deviceOrientationCamera.js.map +1 -1
  77. package/Cameras/flyCamera.d.ts +1 -1
  78. package/Cameras/flyCamera.js.map +1 -1
  79. package/Cameras/followCamera.d.ts +1 -1
  80. package/Cameras/followCamera.js.map +1 -1
  81. package/Cameras/freeCamera.d.ts +1 -1
  82. package/Cameras/freeCamera.js.map +1 -1
  83. package/Cameras/gamepadCamera.d.ts +1 -1
  84. package/Cameras/gamepadCamera.js.map +1 -1
  85. package/Cameras/targetCamera.d.ts +1 -1
  86. package/Cameras/targetCamera.js.map +1 -1
  87. package/Cameras/touchCamera.d.ts +1 -1
  88. package/Cameras/touchCamera.js.map +1 -1
  89. package/Cameras/universalCamera.d.ts +1 -1
  90. package/Cameras/universalCamera.js.map +1 -1
  91. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  92. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  93. package/Collisions/collider.d.ts +1 -1
  94. package/Collisions/collider.js +48 -2
  95. package/Collisions/collider.js.map +1 -1
  96. package/Compat/compatibilityOptions.d.ts +9 -0
  97. package/Compat/compatibilityOptions.js +14 -0
  98. package/Compat/compatibilityOptions.js.map +1 -0
  99. package/Compat/index.d.ts +1 -0
  100. package/Compat/index.js +2 -0
  101. package/Compat/index.js.map +1 -0
  102. package/Compute/computeEffect.js +2 -2
  103. package/Compute/computeEffect.js.map +1 -1
  104. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  105. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  106. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  107. package/Culling/ray.d.ts +6 -4
  108. package/Culling/ray.js +35 -13
  109. package/Culling/ray.js.map +1 -1
  110. package/Debug/axesViewer.d.ts +2 -1
  111. package/Debug/axesViewer.js +6 -0
  112. package/Debug/axesViewer.js.map +1 -1
  113. package/Debug/debugLayer.d.ts +1 -1
  114. package/Debug/debugLayer.js +6 -2
  115. package/Debug/debugLayer.js.map +1 -1
  116. package/Debug/physicsViewer.d.ts +1 -1
  117. package/Debug/physicsViewer.js +3 -0
  118. package/Debug/physicsViewer.js.map +1 -1
  119. package/Debug/skeletonViewer.js +3 -4
  120. package/Debug/skeletonViewer.js.map +1 -1
  121. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  122. package/DeviceInput/Helpers/eventFactory.js +10 -6
  123. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  124. package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
  125. package/DeviceInput/InputDevices/deviceEnums.js +54 -0
  126. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  127. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  128. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  129. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  130. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +23 -66
  131. package/DeviceInput/InputDevices/deviceSourceManager.js +40 -149
  132. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  133. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  134. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  135. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  136. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  137. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  138. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +51 -0
  139. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +138 -0
  140. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  141. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  142. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
  143. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  144. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +17 -19
  145. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +212 -166
  146. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  147. package/DeviceInput/index.d.ts +1 -5
  148. package/DeviceInput/index.js +1 -5
  149. package/DeviceInput/index.js.map +1 -1
  150. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  151. package/Engines/Extensions/engine.cubeTexture.js +6 -2
  152. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  153. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  154. package/Engines/Extensions/engine.multiview.js +4 -2
  155. package/Engines/Extensions/engine.multiview.js.map +1 -1
  156. package/Engines/Extensions/engine.query.d.ts +7 -0
  157. package/Engines/Extensions/engine.query.js +12 -0
  158. package/Engines/Extensions/engine.query.js.map +1 -1
  159. package/Engines/Extensions/engine.views.d.ts +7 -0
  160. package/Engines/Extensions/engine.views.js +12 -0
  161. package/Engines/Extensions/engine.views.js.map +1 -1
  162. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  163. package/Engines/Native/nativeInterfaces.js.map +1 -1
  164. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  165. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  166. package/Engines/Processors/shaderCodeInliner.js +13 -13
  167. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  168. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  169. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  170. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
  171. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  172. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  173. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  174. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  175. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  176. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  177. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  178. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  179. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  180. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  181. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  182. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  183. package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
  184. package/Engines/WebGPU/webgpuConstants.js +1 -0
  185. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  186. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  187. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  188. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  189. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  190. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  191. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  192. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  193. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  194. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  195. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  196. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  197. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  198. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  199. package/Engines/WebGPU/webgpuTextureHelper.js +22 -37
  200. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  201. package/Engines/engine.d.ts +48 -33
  202. package/Engines/engine.js +2 -6
  203. package/Engines/engine.js.map +1 -1
  204. package/Engines/engineCapabilities.d.ts +4 -0
  205. package/Engines/engineCapabilities.js.map +1 -1
  206. package/Engines/index.d.ts +1 -0
  207. package/Engines/index.js +1 -0
  208. package/Engines/index.js.map +1 -1
  209. package/Engines/nativeEngine.d.ts +1 -0
  210. package/Engines/nativeEngine.js +40 -12
  211. package/Engines/nativeEngine.js.map +1 -1
  212. package/Engines/nullEngine.js +3 -1
  213. package/Engines/nullEngine.js.map +1 -1
  214. package/Engines/renderTargetWrapper.d.ts +8 -0
  215. package/Engines/renderTargetWrapper.js +20 -0
  216. package/Engines/renderTargetWrapper.js.map +1 -1
  217. package/Engines/thinEngine.d.ts +18 -2
  218. package/Engines/thinEngine.js +51 -21
  219. package/Engines/thinEngine.js.map +1 -1
  220. package/Engines/webgpuEngine.d.ts +3 -7
  221. package/Engines/webgpuEngine.js +43 -42
  222. package/Engines/webgpuEngine.js.map +1 -1
  223. package/Events/keyboardEvents.d.ts +7 -1
  224. package/Events/keyboardEvents.js +11 -1
  225. package/Events/keyboardEvents.js.map +1 -1
  226. package/Gamepads/Controllers/daydreamController.js +1 -1
  227. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  228. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  229. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  230. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  231. package/Gamepads/Controllers/webVRController.js +1 -0
  232. package/Gamepads/Controllers/webVRController.js.map +1 -1
  233. package/Gamepads/gamepadManager.js +1 -1
  234. package/Gamepads/gamepadManager.js.map +1 -1
  235. package/Gizmos/boundingBoxGizmo.js +0 -10
  236. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  237. package/Gizmos/gizmo.js +1 -1
  238. package/Gizmos/gizmo.js.map +1 -1
  239. package/Gizmos/gizmoManager.d.ts +2 -0
  240. package/Gizmos/gizmoManager.js +28 -24
  241. package/Gizmos/gizmoManager.js.map +1 -1
  242. package/Helpers/sceneHelpers.d.ts +1 -0
  243. package/Helpers/sceneHelpers.js.map +1 -1
  244. package/Inputs/scene.inputManager.d.ts +2 -3
  245. package/Inputs/scene.inputManager.js +14 -16
  246. package/Inputs/scene.inputManager.js.map +1 -1
  247. package/Instrumentation/sceneInstrumentation.js +2 -2
  248. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  249. package/Layers/effectLayer.d.ts +2 -1
  250. package/Layers/effectLayer.js +25 -1
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  253. package/Layers/effectLayerSceneComponent.js +7 -3
  254. package/Layers/effectLayerSceneComponent.js.map +1 -1
  255. package/Layers/glowLayer.d.ts +1 -1
  256. package/Layers/glowLayer.js.map +1 -1
  257. package/Layers/highlightLayer.d.ts +1 -1
  258. package/Layers/highlightLayer.js +2 -1
  259. package/Layers/highlightLayer.js.map +1 -1
  260. package/Layers/layer.d.ts +2 -2
  261. package/Layers/layer.js.map +1 -1
  262. package/Layers/layerSceneComponent.d.ts +1 -1
  263. package/Layers/layerSceneComponent.js +7 -3
  264. package/Layers/layerSceneComponent.js.map +1 -1
  265. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  266. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  267. package/Lights/Shadows/shadowGenerator.js +7 -7
  268. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  269. package/Loading/Plugins/babylonFileLoader.js +115 -37
  270. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  271. package/Loading/loadingScreen.js +8 -8
  272. package/Loading/loadingScreen.js.map +1 -1
  273. package/Loading/sceneLoader.js +7 -6
  274. package/Loading/sceneLoader.js.map +1 -1
  275. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  276. package/Materials/Background/backgroundMaterial.js.map +1 -1
  277. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  278. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  279. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  280. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  281. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  282. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  283. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  284. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  285. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  287. package/Materials/Node/Blocks/Dual/index.js +1 -0
  288. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  289. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  290. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  292. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  294. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  296. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  298. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  300. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  302. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  304. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  306. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  308. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  310. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  311. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  312. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  313. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  314. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  315. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  316. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  317. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  318. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  319. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  320. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  321. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  322. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  323. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  325. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  327. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  329. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  331. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  333. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  335. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  337. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  339. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  340. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  341. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  342. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  343. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  344. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  345. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  346. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  347. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  348. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
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{ EventConstants, IEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Nullable } from \"../../types\";\r\nimport { DeviceType, PointerInput } from \"../InputDevices/deviceEnums\";\r\nimport { IDeviceInputSystem } from \"../Interfaces/inputInterfaces\";\r\n\r\n/**\r\n * Class to wrap DeviceInputSystem data into an event object\r\n */\r\nexport class DeviceEventFactory {\r\n /**\r\n * Create device input events based on provided type and slot\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object\r\n */\r\n public static CreateDeviceEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): IEvent {\r\n switch (deviceType) {\r\n case DeviceType.Keyboard:\r\n return this._createKeyboardEvent(inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n case DeviceType.Mouse:\r\n if (inputIndex === PointerInput.MouseWheelX || inputIndex === PointerInput.MouseWheelY || inputIndex === PointerInput.MouseWheelZ) {\r\n return this._createWheelEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n }\r\n case DeviceType.Touch:\r\n return this._createPointerEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n default:\r\n throw `Unable to generate event for device ${DeviceType[deviceType]}`;\r\n }\r\n }\r\n\r\n /**\r\n * Creates pointer event\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Pointer)\r\n */\r\n private static _createPointerEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._createMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n evt.pointerId = deviceType === DeviceType.Mouse ? 1 : deviceSlot;\r\n\r\n if (\r\n inputIndex === PointerInput.Horizontal ||\r\n inputIndex === PointerInput.Vertical ||\r\n inputIndex === PointerInput.DeltaHorizontal ||\r\n inputIndex === PointerInput.DeltaVertical\r\n ) {\r\n evt.type = \"pointermove\";\r\n }\r\n else if (inputIndex >= PointerInput.LeftClick && inputIndex <= PointerInput.RightClick) {\r\n evt.type = (currentState === 1) ? \"pointerdown\" : \"pointerup\";\r\n evt.button = inputIndex - 2;\r\n }\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Wheel Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Wheel)\r\n */\r\n private static _createWheelEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo: any): any {\r\n const evt = this._createMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n evt.type = \"wheel\";\r\n evt.deltaMode = EventConstants.DOM_DELTA_PIXEL;\r\n evt.deltaX = (inputIndex === PointerInput.MouseWheelX) ? currentState : deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MouseWheelX);\r\n evt.deltaY = (inputIndex === PointerInput.MouseWheelY) ? currentState : deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MouseWheelY);\r\n evt.deltaZ = (inputIndex === PointerInput.MouseWheelZ) ? currentState : deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MouseWheelZ);\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Mouse)\r\n */\r\n private static _createMouseEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._createEvent(elementToAttachTo);\r\n const pointerX = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Horizontal);\r\n const pointerY = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Vertical);\r\n // If dealing with a change to the delta, grab values for event init\r\n const movementX = inputIndex === PointerInput.DeltaHorizontal ? currentState : 0;\r\n const movementY = inputIndex === PointerInput.DeltaVertical ? currentState : 0;\r\n // Get offsets from container\r\n const offsetX = inputIndex === PointerInput.DeltaHorizontal && elementToAttachTo ? movementX! - elementToAttachTo.getBoundingClientRect().x : 0;\r\n const offsetY = inputIndex === PointerInput.DeltaVertical && elementToAttachTo ? movementY! - elementToAttachTo.getBoundingClientRect().y : 0;\r\n this._checkNonCharacterKeys(evt, deviceInputSystem);\r\n\r\n evt.clientX = pointerX;\r\n evt.clientY = pointerY;\r\n evt.movementX = movementX;\r\n evt.movementY = movementY;\r\n evt.offsetX = offsetX;\r\n evt.offsetY = offsetY;\r\n evt.x = pointerX;\r\n evt.y = pointerY;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Keyboard Event\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Keyboard)\r\n */\r\n private static _createKeyboardEvent(inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._createEvent(elementToAttachTo);\r\n this._checkNonCharacterKeys(evt, deviceInputSystem);\r\n\r\n evt.type = currentState === 1 ? \"keydown\" : \"keyup\";\r\n evt.key = String.fromCharCode(inputIndex);\r\n evt.keyCode = inputIndex;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Add parameters for non-character keys (Ctrl, Alt, Meta, Shift)\r\n * @param evt Event object to add parameters to\r\n * @param deviceInputSystem DeviceInputSystem to pull values from\r\n */\r\n private static _checkNonCharacterKeys(evt: any, deviceInputSystem: IDeviceInputSystem): void {\r\n const isKeyboardActive = deviceInputSystem.isDeviceAvailable(DeviceType.Keyboard);\r\n const altKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 18) === 1;\r\n const ctrlKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 17) === 1;\r\n const metaKey =\r\n isKeyboardActive &&\r\n (deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 91) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 92) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 93) === 1);\r\n const shiftKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 16) === 1;\r\n\r\n evt.altKey = altKey;\r\n evt.ctrlKey = ctrlKey;\r\n evt.metaKey = metaKey;\r\n evt.shiftKey = shiftKey;\r\n }\r\n\r\n /**\r\n * Create base event object\r\n * @param elementToAttachTo Value to use as event target\r\n * @returns\r\n */\r\n private static _createEvent(elementToAttachTo: any): any {\r\n const evt: { [k: string]: any } = {};\r\n evt.preventDefault = () => { };\r\n evt.target = elementToAttachTo;\r\n\r\n return evt;\r\n }\r\n}"]}
1
+ 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{ EventConstants, IEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Nullable } from \"../../types\";\r\nimport { DeviceType, PointerInput } from \"../InputDevices/deviceEnums\";\r\nimport { IDeviceInputSystem } from \"../InputDevices/inputInterfaces\";\r\n\r\n/**\r\n * Class to wrap DeviceInputSystem data into an event object\r\n */\r\nexport class DeviceEventFactory {\r\n /**\r\n * Create device input events based on provided type and slot\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object\r\n */\r\n public static CreateDeviceEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): IEvent {\r\n switch (deviceType) {\r\n case DeviceType.Keyboard:\r\n return this._createKeyboardEvent(inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n case DeviceType.Mouse:\r\n if (inputIndex === PointerInput.MouseWheelX || inputIndex === PointerInput.MouseWheelY || inputIndex === PointerInput.MouseWheelZ) {\r\n return this._createWheelEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n }\r\n case DeviceType.Touch:\r\n return this._createPointerEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n default:\r\n throw `Unable to generate event for device ${DeviceType[deviceType]}`;\r\n }\r\n }\r\n\r\n /**\r\n * Creates pointer event\r\n *\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Pointer)\r\n */\r\n private static _createPointerEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._createMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n evt.pointerId = 1;\r\n evt.pointerType = \"mouse\";\r\n }\r\n else {\r\n evt.pointerId = deviceSlot;\r\n evt.pointerType = \"touch\";\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n evt.type = \"pointermove\";\r\n }\r\n else if (inputIndex >= PointerInput.LeftClick && inputIndex <= PointerInput.RightClick) {\r\n evt.type = (currentState === 1) ? \"pointerdown\" : \"pointerup\";\r\n evt.button = inputIndex - 2;\r\n }\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Wheel Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Wheel)\r\n */\r\n private static _createWheelEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo: any): any {\r\n const evt = this._createMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);\r\n\r\n evt.type = \"wheel\";\r\n evt.deltaMode = EventConstants.DOM_DELTA_PIXEL;\r\n evt.deltaX = (inputIndex === PointerInput.MouseWheelX) ? currentState : deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MouseWheelX);\r\n evt.deltaY = (inputIndex === PointerInput.MouseWheelY) ? currentState : deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MouseWheelY);\r\n evt.deltaZ = (inputIndex === PointerInput.MouseWheelZ) ? currentState : deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.MouseWheelZ);\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Mouse Event\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Mouse)\r\n */\r\n private static _createMouseEvent(deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._createEvent(elementToAttachTo);\r\n const pointerX = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Horizontal);\r\n const pointerY = deviceInputSystem.pollInput(deviceType, deviceSlot, PointerInput.Vertical);\r\n // If dealing with a change to the delta, grab values for event init\r\n const movementX = inputIndex === PointerInput.DeltaHorizontal ? currentState : 0;\r\n const movementY = inputIndex === PointerInput.DeltaVertical ? currentState : 0;\r\n // Get offsets from container\r\n const offsetX = inputIndex === PointerInput.DeltaHorizontal && elementToAttachTo ? movementX! - elementToAttachTo.getBoundingClientRect().x : 0;\r\n const offsetY = inputIndex === PointerInput.DeltaVertical && elementToAttachTo ? movementY! - elementToAttachTo.getBoundingClientRect().y : 0;\r\n this._checkNonCharacterKeys(evt, deviceInputSystem);\r\n\r\n evt.clientX = pointerX;\r\n evt.clientY = pointerY;\r\n evt.movementX = movementX;\r\n evt.movementY = movementY;\r\n evt.offsetX = offsetX;\r\n evt.offsetY = offsetY;\r\n evt.x = pointerX;\r\n evt.y = pointerY;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Create Keyboard Event\r\n * @param inputIndex Id of input to be checked\r\n * @param currentState Current value for given input\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param elementToAttachTo HTMLElement to reference as target for inputs\r\n * @returns IEvent object (Keyboard)\r\n */\r\n private static _createKeyboardEvent(inputIndex: number, currentState: Nullable<number>, deviceInputSystem: IDeviceInputSystem, elementToAttachTo?: any): any {\r\n const evt = this._createEvent(elementToAttachTo);\r\n this._checkNonCharacterKeys(evt, deviceInputSystem);\r\n\r\n evt.type = currentState === 1 ? \"keydown\" : \"keyup\";\r\n evt.key = String.fromCharCode(inputIndex);\r\n evt.keyCode = inputIndex;\r\n\r\n return evt;\r\n }\r\n\r\n /**\r\n * Add parameters for non-character keys (Ctrl, Alt, Meta, Shift)\r\n * @param evt Event object to add parameters to\r\n * @param deviceInputSystem DeviceInputSystem to pull values from\r\n */\r\n private static _checkNonCharacterKeys(evt: any, deviceInputSystem: IDeviceInputSystem): void {\r\n const isKeyboardActive = deviceInputSystem.isDeviceAvailable(DeviceType.Keyboard);\r\n const altKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 18) === 1;\r\n const ctrlKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 17) === 1;\r\n const metaKey =\r\n isKeyboardActive &&\r\n (deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 91) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 92) === 1 ||\r\n deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 93) === 1);\r\n const shiftKey = isKeyboardActive && deviceInputSystem.pollInput(DeviceType.Keyboard, 0, 16) === 1;\r\n\r\n evt.altKey = altKey;\r\n evt.ctrlKey = ctrlKey;\r\n evt.metaKey = metaKey;\r\n evt.shiftKey = shiftKey;\r\n }\r\n\r\n /**\r\n * Create base event object\r\n * @param elementToAttachTo Value to use as event target\r\n * @returns\r\n */\r\n private static _createEvent(elementToAttachTo: any): any {\r\n const evt: { [k: string]: any } = {};\r\n evt.preventDefault = () => { };\r\n evt.target = elementToAttachTo;\r\n\r\n return evt;\r\n }\r\n}"]}
@@ -15,7 +15,9 @@ export declare enum DeviceType {
15
15
  /** Xbox */
16
16
  Xbox = 5,
17
17
  /** Switch Controller */
18
- Switch = 6
18
+ Switch = 6,
19
+ /** PS5 DualSense */
20
+ DualSense = 7
19
21
  }
20
22
  /**
21
23
  * Enum for All Pointers (Touch/Mouse)
@@ -44,7 +46,9 @@ export declare enum PointerInput {
44
46
  /** Delta X */
45
47
  DeltaHorizontal = 10,
46
48
  /** Delta Y */
47
- DeltaVertical = 11
49
+ DeltaVertical = 11,
50
+ /** Move Catch-all */
51
+ Move = 12
48
52
  }
49
53
  /**
50
54
  * Enum for Dual Shock Gamepad
@@ -95,6 +99,55 @@ export declare enum DualShockInput {
95
99
  /** RStickYAxis */
96
100
  RStickYAxis = 21
97
101
  }
102
+ /**
103
+ * Enum for Dual Sense Gamepad
104
+ */
105
+ export declare enum DualSenseInput {
106
+ /** Cross */
107
+ Cross = 0,
108
+ /** Circle */
109
+ Circle = 1,
110
+ /** Square */
111
+ Square = 2,
112
+ /** Triangle */
113
+ Triangle = 3,
114
+ /** L1 */
115
+ L1 = 4,
116
+ /** R1 */
117
+ R1 = 5,
118
+ /** L2 */
119
+ L2 = 6,
120
+ /** R2 */
121
+ R2 = 7,
122
+ /** Create */
123
+ Create = 8,
124
+ /** Options */
125
+ Options = 9,
126
+ /** L3 */
127
+ L3 = 10,
128
+ /** R3 */
129
+ R3 = 11,
130
+ /** DPadUp */
131
+ DPadUp = 12,
132
+ /** DPadDown */
133
+ DPadDown = 13,
134
+ /** DPadLeft */
135
+ DPadLeft = 14,
136
+ /** DRight */
137
+ DPadRight = 15,
138
+ /** Home */
139
+ Home = 16,
140
+ /** TouchPad */
141
+ TouchPad = 17,
142
+ /** LStickXAxis */
143
+ LStickXAxis = 18,
144
+ /** LStickYAxis */
145
+ LStickYAxis = 19,
146
+ /** RStickXAxis */
147
+ RStickXAxis = 20,
148
+ /** RStickYAxis */
149
+ RStickYAxis = 21
150
+ }
98
151
  /**
99
152
  * Enum for Xbox Gamepad
100
153
  */
@@ -17,6 +17,8 @@ export var DeviceType;
17
17
  DeviceType[DeviceType["Xbox"] = 5] = "Xbox";
18
18
  /** Switch Controller */
19
19
  DeviceType[DeviceType["Switch"] = 6] = "Switch";
20
+ /** PS5 DualSense */
21
+ DeviceType[DeviceType["DualSense"] = 7] = "DualSense";
20
22
  })(DeviceType || (DeviceType = {}));
21
23
  // Device Enums
22
24
  /**
@@ -48,6 +50,8 @@ export var PointerInput;
48
50
  PointerInput[PointerInput["DeltaHorizontal"] = 10] = "DeltaHorizontal";
49
51
  /** Delta Y */
50
52
  PointerInput[PointerInput["DeltaVertical"] = 11] = "DeltaVertical";
53
+ /** Move Catch-all */
54
+ PointerInput[PointerInput["Move"] = 12] = "Move";
51
55
  })(PointerInput || (PointerInput = {}));
52
56
  /**
53
57
  * Enum for Dual Shock Gamepad
@@ -99,6 +103,56 @@ export var DualShockInput;
99
103
  /** RStickYAxis */
100
104
  DualShockInput[DualShockInput["RStickYAxis"] = 21] = "RStickYAxis";
101
105
  })(DualShockInput || (DualShockInput = {}));
106
+ /**
107
+ * Enum for Dual Sense Gamepad
108
+ */
109
+ export var DualSenseInput;
110
+ (function (DualSenseInput) {
111
+ /** Cross */
112
+ DualSenseInput[DualSenseInput["Cross"] = 0] = "Cross";
113
+ /** Circle */
114
+ DualSenseInput[DualSenseInput["Circle"] = 1] = "Circle";
115
+ /** Square */
116
+ DualSenseInput[DualSenseInput["Square"] = 2] = "Square";
117
+ /** Triangle */
118
+ DualSenseInput[DualSenseInput["Triangle"] = 3] = "Triangle";
119
+ /** L1 */
120
+ DualSenseInput[DualSenseInput["L1"] = 4] = "L1";
121
+ /** R1 */
122
+ DualSenseInput[DualSenseInput["R1"] = 5] = "R1";
123
+ /** L2 */
124
+ DualSenseInput[DualSenseInput["L2"] = 6] = "L2";
125
+ /** R2 */
126
+ DualSenseInput[DualSenseInput["R2"] = 7] = "R2";
127
+ /** Create */
128
+ DualSenseInput[DualSenseInput["Create"] = 8] = "Create";
129
+ /** Options */
130
+ DualSenseInput[DualSenseInput["Options"] = 9] = "Options";
131
+ /** L3 */
132
+ DualSenseInput[DualSenseInput["L3"] = 10] = "L3";
133
+ /** R3 */
134
+ DualSenseInput[DualSenseInput["R3"] = 11] = "R3";
135
+ /** DPadUp */
136
+ DualSenseInput[DualSenseInput["DPadUp"] = 12] = "DPadUp";
137
+ /** DPadDown */
138
+ DualSenseInput[DualSenseInput["DPadDown"] = 13] = "DPadDown";
139
+ /** DPadLeft */
140
+ DualSenseInput[DualSenseInput["DPadLeft"] = 14] = "DPadLeft";
141
+ /** DRight */
142
+ DualSenseInput[DualSenseInput["DPadRight"] = 15] = "DPadRight";
143
+ /** Home */
144
+ DualSenseInput[DualSenseInput["Home"] = 16] = "Home";
145
+ /** TouchPad */
146
+ DualSenseInput[DualSenseInput["TouchPad"] = 17] = "TouchPad";
147
+ /** LStickXAxis */
148
+ DualSenseInput[DualSenseInput["LStickXAxis"] = 18] = "LStickXAxis";
149
+ /** LStickYAxis */
150
+ DualSenseInput[DualSenseInput["LStickYAxis"] = 19] = "LStickYAxis";
151
+ /** RStickXAxis */
152
+ DualSenseInput[DualSenseInput["RStickXAxis"] = 20] = "RStickXAxis";
153
+ /** RStickYAxis */
154
+ DualSenseInput[DualSenseInput["RStickYAxis"] = 21] = "RStickYAxis";
155
+ })(DualSenseInput || (DualSenseInput = {}));
102
156
  /**
103
157
  * Enum for Xbox Gamepad
104
158
  */
@@ -1 +1 @@
1
- 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* Enum for Device Types\r\n */\r\nexport enum DeviceType {\r\n /** Generic */\r\n Generic = 0,\r\n /** Keyboard */\r\n Keyboard = 1,\r\n /** Mouse */\r\n Mouse = 2,\r\n /** Touch Pointers */\r\n Touch = 3,\r\n /** PS4 Dual Shock */\r\n DualShock = 4,\r\n /** Xbox */\r\n Xbox = 5,\r\n /** Switch Controller */\r\n Switch = 6\r\n}\r\n\r\n// Device Enums\r\n/**\r\n * Enum for All Pointers (Touch/Mouse)\r\n */\r\nexport enum PointerInput {\r\n /** Horizontal Axis */\r\n Horizontal = 0,\r\n /** Vertical Axis */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6,\r\n /** Mouse Wheel X */\r\n MouseWheelX = 7,\r\n /** Mouse Wheel Y */\r\n MouseWheelY = 8,\r\n /** Mouse Wheel Z */\r\n MouseWheelZ = 9,\r\n /** Delta X */\r\n DeltaHorizontal = 10,\r\n /** Delta Y */\r\n DeltaVertical = 11,\r\n}\r\n\r\n/**\r\n * Enum for Dual Shock Gamepad\r\n */\r\nexport enum DualShockInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Share */\r\n Share = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}\r\n\r\n/**\r\n * Enum for Xbox Gamepad\r\n */\r\nexport enum XboxInput {\r\n /** A */\r\n A = 0,\r\n /** B */\r\n B = 1,\r\n /** X */\r\n X = 2,\r\n /** Y */\r\n Y = 3,\r\n /** LB */\r\n LB = 4,\r\n /** RB */\r\n RB = 5,\r\n /** LT */\r\n LT = 6,\r\n /** RT */\r\n RT = 7,\r\n /** Back */\r\n Back = 8,\r\n /** Start */\r\n Start = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** LStickXAxis */\r\n LStickXAxis = 17,\r\n /** LStickYAxis */\r\n LStickYAxis = 18,\r\n /** RStickXAxis */\r\n RStickXAxis = 19,\r\n /** RStickYAxis */\r\n RStickYAxis = 20\r\n}\r\n\r\n/**\r\n * Enum for Switch (Pro/JoyCon L+R) Gamepad\r\n */\r\nexport enum SwitchInput {\r\n /** B */\r\n B = 0,\r\n /** A */\r\n A = 1,\r\n /** Y */\r\n Y = 2,\r\n /** X */\r\n X = 3,\r\n /** L */\r\n L = 4,\r\n /** R */\r\n R = 5,\r\n /** ZL */\r\n ZL = 6,\r\n /** ZR */\r\n ZR = 7,\r\n /** Minus */\r\n Minus = 8,\r\n /** Plus */\r\n Plus = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** Capture */\r\n Capture = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}"]}
1
+ 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* Enum for Device Types\r\n */\r\nexport enum DeviceType {\r\n /** Generic */\r\n Generic = 0,\r\n /** Keyboard */\r\n Keyboard = 1,\r\n /** Mouse */\r\n Mouse = 2,\r\n /** Touch Pointers */\r\n Touch = 3,\r\n /** PS4 Dual Shock */\r\n DualShock = 4,\r\n /** Xbox */\r\n Xbox = 5,\r\n /** Switch Controller */\r\n Switch = 6,\r\n /** PS5 DualSense */\r\n DualSense = 7,\r\n}\r\n\r\n// Device Enums\r\n/**\r\n * Enum for All Pointers (Touch/Mouse)\r\n */\r\nexport enum PointerInput {\r\n /** Horizontal Axis */\r\n Horizontal = 0,\r\n /** Vertical Axis */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6,\r\n /** Mouse Wheel X */\r\n MouseWheelX = 7,\r\n /** Mouse Wheel Y */\r\n MouseWheelY = 8,\r\n /** Mouse Wheel Z */\r\n MouseWheelZ = 9,\r\n /** Delta X */\r\n DeltaHorizontal = 10,\r\n /** Delta Y */\r\n DeltaVertical = 11,\r\n /** Move Catch-all */\r\n Move = 12,\r\n}\r\n\r\n/**\r\n * Enum for Dual Shock Gamepad\r\n */\r\nexport enum DualShockInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Share */\r\n Share = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}\r\n\r\n/**\r\n * Enum for Dual Sense Gamepad\r\n */\r\n export enum DualSenseInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Create */\r\n Create = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}\r\n\r\n/**\r\n * Enum for Xbox Gamepad\r\n */\r\nexport enum XboxInput {\r\n /** A */\r\n A = 0,\r\n /** B */\r\n B = 1,\r\n /** X */\r\n X = 2,\r\n /** Y */\r\n Y = 3,\r\n /** LB */\r\n LB = 4,\r\n /** RB */\r\n RB = 5,\r\n /** LT */\r\n LT = 6,\r\n /** RT */\r\n RT = 7,\r\n /** Back */\r\n Back = 8,\r\n /** Start */\r\n Start = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** LStickXAxis */\r\n LStickXAxis = 17,\r\n /** LStickYAxis */\r\n LStickYAxis = 18,\r\n /** RStickXAxis */\r\n RStickXAxis = 19,\r\n /** RStickYAxis */\r\n RStickYAxis = 20\r\n}\r\n\r\n/**\r\n * Enum for Switch (Pro/JoyCon L+R) Gamepad\r\n */\r\nexport enum SwitchInput {\r\n /** B */\r\n B = 0,\r\n /** A */\r\n A = 1,\r\n /** Y */\r\n Y = 2,\r\n /** X */\r\n X = 3,\r\n /** L */\r\n L = 4,\r\n /** R */\r\n R = 5,\r\n /** ZL */\r\n ZL = 6,\r\n /** ZR */\r\n ZR = 7,\r\n /** Minus */\r\n Minus = 8,\r\n /** Plus */\r\n Plus = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** Capture */\r\n Capture = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}"]}
@@ -0,0 +1,35 @@
1
+ import { DeviceType } from './deviceEnums';
2
+ import { Observable } from '../../Misc/observable';
3
+ import { DeviceInput } from './deviceTypes';
4
+ import { IDeviceEvent, IDeviceInputSystem } from './inputInterfaces';
5
+ /**
6
+ * Class that handles all input for a specific device
7
+ */
8
+ export declare class DeviceSource<T extends DeviceType> {
9
+ /** Type of device */
10
+ readonly deviceType: DeviceType;
11
+ /** "Slot" or index that device is referenced in */
12
+ readonly deviceSlot: number;
13
+ /**
14
+ * Observable to handle device input changes per device
15
+ */
16
+ readonly onInputChangedObservable: Observable<IDeviceEvent>;
17
+ private readonly _deviceInputSystem;
18
+ /**
19
+ * Default Constructor
20
+ * @param deviceInputSystem Reference to DeviceInputSystem
21
+ * @param deviceType Type of device
22
+ * @param deviceSlot "Slot" or index that device is referenced in
23
+ */
24
+ constructor(deviceInputSystem: IDeviceInputSystem,
25
+ /** Type of device */
26
+ deviceType: DeviceType,
27
+ /** "Slot" or index that device is referenced in */
28
+ deviceSlot?: number);
29
+ /**
30
+ * Get input for specific input
31
+ * @param inputIndex index of specific input on device
32
+ * @returns Input value from DeviceInputSystem
33
+ */
34
+ getInput(inputIndex: DeviceInput<T>): number;
35
+ }
@@ -0,0 +1,38 @@
1
+ import { Observable } from '../../Misc/observable.js';
2
+ /**
3
+ * Class that handles all input for a specific device
4
+ */
5
+ var DeviceSource = /** @class */ (function () {
6
+ /**
7
+ * Default Constructor
8
+ * @param deviceInputSystem Reference to DeviceInputSystem
9
+ * @param deviceType Type of device
10
+ * @param deviceSlot "Slot" or index that device is referenced in
11
+ */
12
+ function DeviceSource(deviceInputSystem,
13
+ /** Type of device */
14
+ deviceType,
15
+ /** "Slot" or index that device is referenced in */
16
+ deviceSlot) {
17
+ if (deviceSlot === void 0) { deviceSlot = 0; }
18
+ this.deviceType = deviceType;
19
+ this.deviceSlot = deviceSlot;
20
+ // Public Members
21
+ /**
22
+ * Observable to handle device input changes per device
23
+ */
24
+ this.onInputChangedObservable = new Observable();
25
+ this._deviceInputSystem = deviceInputSystem;
26
+ }
27
+ /**
28
+ * Get input for specific input
29
+ * @param inputIndex index of specific input on device
30
+ * @returns Input value from DeviceInputSystem
31
+ */
32
+ DeviceSource.prototype.getInput = function (inputIndex) {
33
+ return this._deviceInputSystem.pollInput(this.deviceType, this.deviceSlot, inputIndex);
34
+ };
35
+ return DeviceSource;
36
+ }());
37
+ export { DeviceSource };
38
+ //# sourceMappingURL=deviceSource.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deviceSource.js","sourceRoot":"","sources":["../../../../sourceES6/core/DeviceInput/InputDevices/deviceSource.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAInD;;GAEG;AACF;IAUG;;;;;OAKG;IACH,sBAAY,iBAAqC;IAC7C,qBAAqB;IACL,UAAsB;IACtC,mDAAmD;IACnC,UAAsB;QAAtB,2BAAA,EAAA,cAAsB;QAFtB,eAAU,GAAV,UAAU,CAAY;QAEtB,eAAU,GAAV,UAAU,CAAY;QAnB1C,iBAAiB;QACjB;;WAEG;QACa,6BAAwB,GAAG,IAAI,UAAU,EAAgB,CAAC;QAgBtE,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;IAChD,CAAC;IAED;;;;OAIG;IACI,+BAAQ,GAAf,UAAgB,UAA0B;QACtC,OAAO,IAAI,CAAC,kBAAkB,CAAC,SAAS,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;IAC3F,CAAC;IACL,mBAAC;AAAD,CAAC,AAhCA,IAgCA","sourcesContent":["import { DeviceType } from './deviceEnums';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { DeviceInput } from './deviceTypes';\r\nimport { IDeviceEvent, IDeviceInputSystem } from './inputInterfaces';\r\n\r\n/**\r\n * Class that handles all input for a specific device\r\n */\r\n export class DeviceSource<T extends DeviceType> {\r\n // Public Members\r\n /**\r\n * Observable to handle device input changes per device\r\n */\r\n public readonly onInputChangedObservable = new Observable<IDeviceEvent>();\r\n\r\n // Private Members\r\n private readonly _deviceInputSystem: IDeviceInputSystem;\r\n\r\n /**\r\n * Default Constructor\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n constructor(deviceInputSystem: IDeviceInputSystem,\r\n /** Type of device */\r\n public readonly deviceType: DeviceType,\r\n /** \"Slot\" or index that device is referenced in */\r\n public readonly deviceSlot: number = 0) {\r\n this._deviceInputSystem = deviceInputSystem;\r\n }\r\n\r\n /**\r\n * Get input for specific input\r\n * @param inputIndex index of specific input on device\r\n * @returns Input value from DeviceInputSystem\r\n */\r\n public getInput(inputIndex: DeviceInput<T>): number {\r\n return this._deviceInputSystem.pollInput(this.deviceType, this.deviceSlot, inputIndex);\r\n }\r\n}"]}
@@ -1,42 +1,10 @@
1
- import { DeviceInputSystem } from '../deviceInputSystem';
2
1
  import { Engine } from '../../Engines/engine';
3
- import { IDisposable } from '../../scene';
4
2
  import { DeviceType } from './deviceEnums';
5
3
  import { Nullable } from '../../types';
6
4
  import { Observable } from '../../Misc/observable';
7
- import { DeviceInput } from './deviceTypes';
8
- import { IDeviceEvent } from '../Interfaces/inputInterfaces';
9
- /**
10
- * Class that handles all input for a specific device
11
- */
12
- export declare class DeviceSource<T extends DeviceType> {
13
- /** Type of device */
14
- readonly deviceType: DeviceType;
15
- /** "Slot" or index that device is referenced in */
16
- readonly deviceSlot: number;
17
- /**
18
- * Observable to handle device input changes per device
19
- */
20
- readonly onInputChangedObservable: Observable<IDeviceEvent>;
21
- private readonly _deviceInputSystem;
22
- /**
23
- * Default Constructor
24
- * @param deviceInputSystem Reference to DeviceInputSystem
25
- * @param deviceType Type of device
26
- * @param deviceSlot "Slot" or index that device is referenced in
27
- */
28
- constructor(deviceInputSystem: DeviceInputSystem,
29
- /** Type of device */
30
- deviceType: DeviceType,
31
- /** "Slot" or index that device is referenced in */
32
- deviceSlot?: number);
33
- /**
34
- * Get input for specific input
35
- * @param inputIndex index of specific input on device
36
- * @returns Input value from DeviceInputSystem
37
- */
38
- getInput(inputIndex: DeviceInput<T>): number;
39
- }
5
+ import { IDeviceEvent } from './inputInterfaces';
6
+ import { DeviceSource } from './deviceSource';
7
+ import { IDisposable } from '../../scene';
40
8
  /**
41
9
  * Class to keep track of devices
42
10
  */
@@ -46,54 +14,43 @@ export declare class DeviceSourceManager implements IDisposable {
46
14
  */
47
15
  readonly onDeviceConnectedObservable: Observable<DeviceSource<DeviceType>>;
48
16
  /**
49
- * Observable to be triggered when after a device is disconnected
17
+ * Observable to be triggered when a device's input is changed
50
18
  */
51
- readonly onDeviceDisconnectedObservable: Observable<DeviceSource<DeviceType>>;
52
- private readonly _devices;
53
- private readonly _firstDevice;
54
- private readonly _deviceInputSystem;
19
+ readonly onInputChangedObservable: Observable<IDeviceEvent>;
55
20
  /**
56
- * Default Constructor
57
- * @param engine engine to pull input element from
21
+ * Observable to be triggered when after a device is disconnected
58
22
  */
59
- constructor(engine: Engine);
23
+ readonly onDeviceDisconnectedObservable: Observable<DeviceSource<DeviceType>>;
24
+ private _engine;
25
+ private _onDisposeObserver;
26
+ private _getDeviceSource;
27
+ private _getDeviceSources;
28
+ private _getDevices;
60
29
  /**
61
30
  * Gets a DeviceSource, given a type and slot
62
- * @param deviceType Enum specifying device type
63
- * @param deviceSlot "Slot" or index that device is referenced in
64
- * @returns DeviceSource object
31
+ * @param deviceType Type of Device
32
+ * @param deviceSlot Slot or ID of device
33
+ * @returns DeviceSource
65
34
  */
66
35
  getDeviceSource<T extends DeviceType>(deviceType: T, deviceSlot?: number): Nullable<DeviceSource<T>>;
67
36
  /**
68
37
  * Gets an array of DeviceSource objects for a given device type
69
- * @param deviceType Enum specifying device type
70
- * @returns Array of DeviceSource objects
38
+ * @param deviceType Type of Device
39
+ * @returns All available DeviceSources of a given type
71
40
  */
72
41
  getDeviceSources<T extends DeviceType>(deviceType: T): ReadonlyArray<DeviceSource<T>>;
73
42
  /**
74
43
  * Returns a read-only list of all available devices
75
- * @returns Read-only array with active devices
44
+ * @returns All available DeviceSources
76
45
  */
77
46
  getDevices(): ReadonlyArray<DeviceSource<DeviceType>>;
78
47
  /**
79
- * Dispose of DeviceInputSystem and other parts
80
- */
81
- dispose(): void;
82
- /**
83
- * Function to add device name to device list
84
- * @param deviceType Enum specifying device type
85
- * @param deviceSlot "Slot" or index that device is referenced in
86
- */
87
- private _addDevice;
88
- /**
89
- * Function to remove device name to device list
90
- * @param deviceType Enum specifying device type
91
- * @param deviceSlot "Slot" or index that device is referenced in
48
+ * Default constructor
49
+ * @param engine Used to get canvas (if applicable)
92
50
  */
93
- private _removeDevice;
51
+ constructor(engine: Engine);
94
52
  /**
95
- * Updates array storing first connected device of each type
96
- * @param type Type of Device
53
+ * Dispose of DeviceSourceManager
97
54
  */
98
- private _updateFirstDevices;
55
+ dispose(): void;
99
56
  }